• Title/Summary/Keyword: 경영 혁신 플랫폼

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NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

Research Trend and Futuristic Guideline of Platform-Based Business in Korea (플랫폼 기반 비즈니스에 대한 국내 연구동향 및 미래를 위한 가이드라인)

  • Namn, Su Hyeon
    • Management & Information Systems Review
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    • v.39 no.1
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    • pp.93-114
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    • 2020
  • Platform is considered as an alternative strategy to the traditional linear pipeline based business. Moreover, in the 4th industrial revolution period, efficiency driven pipeline business model needs to be changed to platform business. We have such success stories about platform as Apple, Google, Amazon, Uber, and so on. However, for those smaller corporations, it is not easy to find out the transformation strategy. The essence of platform business is to leverage network effect in management. Thus platform based management can be rephrased as network management across the business functions. Research on platform business is popular and related to diverse facets. But few scholars cover what the research trend of the domain is. The main purpose of this paper is to identify the research trend on platform business in Korea. To do that we first propose the analytical model for platform architecture whose components are consumers, suppliers, artifacts, and IT platform system. We conjecture that mapping of the research work on platform to the components of the model will make us understand the hidden domain of platform research. We propose three hypotheses regarding the characteristics of research and one proposition for the transitional path from pipeline to platform business model. The mapping is based on the research articles filtered from the Korea Citation Index, using keyword search. Research papers are searched through the keywords provided by authors using the word of "platform". The filtered articles are summarized in terms of the attributes such as major component of platform considered, platform type, main purpose of the research, and research method. Using the filtered data, we test the hypotheses in exploratory ways. The contribution of our research is as follows: First, based on the findings, scholars can find the areas of research on the domain: areas where research has been matured and territory where future research is actively sought. Second, the proposition provided can give business practitioners the guideline for changing their strategy from pipeline to platform oriented. This research needs to be considered as exploratory not inferential since subjective judgments are involved in data collection, classification, and interpretation of research articles.

Development of Road-Driving Transfer Crane Using Metaverse Platform (메타버스 플랫폼을 활용한 도로주행 트랜스퍼 크레인 개발)

  • Shin, Hee-Jae;Lee, Woo-Hyuk;Jang, Hyeon-Seo;Choi, Byoung-Geun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.1050-1052
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    • 2022
  • 최근 비대면 수요의 증가와 함께 유통·물류산업은 배송서비스 품질 향상을 위해 전략을 세워왔고, 퀵커머스 배송과 같은 빠른 배송서비스가 일상화되자 소비자의 배송서비스의 품질에 대한 기대치도 높아졌다. 이제는 뉴노멀 시대에 접어들며, 수요 불확실성에 대응할 혁신적 기술이 요구된다. 본 논문에서는 배송서비스 품질 향상 전략으로 도로주행 트랜스퍼 크레인을 메타버스 플랫폼을 통해 제안한다. 트랜스퍼 크레인은 도로의 정체와 상관없이 화물운송이 가능하여 배송서비스 속도 향상과 함께 도로 혼잡비용 감소 등 여러 부가적인 효과를 기대해 볼 수 있다.

Optimizing the product portfolio for emerging markets (신흥시장 개척을 위한 최적 제품 포트폴리오)

  • Lee, Taehoon;Lee, Yongseung;Shin, Juneseuk
    • Journal of Technology Innovation
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    • v.26 no.4
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    • pp.1-28
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    • 2018
  • With the growing number of emerging carmakers, automotive parts manufacturers have to penetrate into emerging markets. They can provide large existing carmakers with fully customized parts because of economies scale, but cannot do this for small emerging carmakers due to their small and highly volatile volume order. Once the order by an emerging carmaker is placed, a part manufacturer is exposed to high risks both of decrease in profit margin and high opportunity cost. The platform-based mass customization can be a solution for cost reduction, but the risks of volatility in volume hard to manage. Tackling this issue, we presents a method of optimizing the product portfolio to maximize profits while managing volatility of volume order by emerging carmakers at an affordable level. It is the first robust product portfolio method to keep the scaled deviation of profits at a fixed level under volume order uncertainty. Also, the effect of on the platform-based mass customization on cost is considered. This model can be a building block of conservative market penetration as well as product development strategy while minimizing the financial risks. We conducted an empirical study of a part manufacturer targeting on eighteen automobile manufacturers in North America, Europe and Asia with it powered lift gate.

A study on how to build a successful education platform business model based on customer needs and wants : focusing on the business model canvas (고객 욕구 기반 성공적인 교육 플랫폼 비즈니스 모델 구축 방안에 관한 연구 : 비즈니스 모델 캔버스 중심으로)

  • Heedong Hong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.451-459
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    • 2024
  • Recently, the size of the online education service market has been growing, but the B2C platform education service market, where companies take the lead in creating content and consumers consume the content, has become widespread. This makes content creation rigid and may have limitations in creating at various levels. This Study newly establishes the concept and type of customer needs, wants, innovation, and platform business, and presents new start-up success factors in all fields of platform business start-up and a standard diagnostic process for the possibility of platform start-up success. Through the presented process, customers, core activities, and value proposition factors can be derived. Finally, a business model for starting a C2C platform for elementary, middle, and high school education is built centered on the business model canvas.

The Effects of Gamification of e-Learning Platforms on Engagement: Focusing on Moderating Effects of Interaction, Difficulty, and Length (e-러닝 플랫폼의 게임화가 인게이지먼트에 미치는 영향: 상호작용, 스터디 난이도, 스터디 길이의 조절효과를 중심으로)

  • Ohsung Kim;Jungwon Lee
    • Information Systems Review
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    • v.26 no.1
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    • pp.73-91
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    • 2024
  • Recently, e-learning platforms are rapidly growing by innovating the education industry by applying various IT technologies. Because student participation in the online environment is considered a prerequisite for learning, low participation rates are considered one of the most important issues determining the performance of e-learning platforms. Gamification has grown rapidly over the past decades and is highly valued for its applicability in education because it is expected to enhance learning motivation. However, despite the interest of researchers, previous studies have reported conflicting results on the effect of gamification on participation rates in the context of e-learning platforms, and have mainly studied structural gamification, but have not sufficiently addressed the effects of content gamification. In this context, this study aims to analyze the effect of content gamification on e-learning platform engagement and to explore the boundary conditions moderating this effect. For empirical analysis, 5,017 data registered from February 11, 2022 to May 31, 2022 were analyzed for the education platform entry (https://playentry.org). The propensity score matching method and Poisson multilevel regression model were applied as analysis methods. As a result of the analysis, content gamification had a statistically significant effect on engagement, and the interaction effects of interaction and content difficulty were statistically significant.

A Study on Satisfaction of Third Party Mobile Payment Service in China (중국의 제3자 모바일결제 서비스 만족도에 관한 연구)

  • Moon, Jae-Young;Kim, Hyo-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.193-194
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    • 2020
  • 인터넷 시대에 있어 사회관계망 서비스(SNS, Social Network Service)는 기존의 커뮤니케이션 중심의 기능에 더하여 다양한 개성과 새로운 형태의 플랫폼으로 지속적으로 변화하고 있다. 많은 나라에서는 자신들만의 독특한 특징을 반영한 SNS와 페이스북 등 전 세계적으로 많이 이용하고 있는 SNS 등을 인터넷을 통해 누구나 자신들의 정보를 공유하고 타인의 정보를 획득할 수 있게 되었다. 이에 본 연구는 본 연구는 중국의 제3자 모바일 결제서비스의 특징을 알아보기 위하여 위쳇을 사용하는 중국 사용자를 대상으로 유형성, 편리성, 정확성, 공감성, 자기효능감, 혁신성, 신뢰성, 수용의도를 통하여 그 특징을 알아보고 한다.

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Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.119-148
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    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

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User-Centered Innovation on Internet: Case of Automobile Navigation (인터넷을 이용한 사용자 혁신: 자동차 네비게이션)

  • Park, Chul-Woo;Yang, Hee-Dong
    • Information Systems Review
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    • v.11 no.1
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    • pp.145-160
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    • 2009
  • Based on the user-centered innovation theory of von Hippel (2005), this research seeks to provide a case study of user innovation in the automobile navigation industry, which is a representative applied service in the area of Location-Based Service (LBS). The automobile navigation development and maintenance/repair processes of M&Soft are analyzed around the seven characteristics of user innovation as outlined by von Hippel. As a result, among the three strategic responses of sellers in the successful utilization of user innovation, it was determined that the approach of M&Soft was limited to providing an easy-to-use information technology platform so as to encourage members to easily share all types of map or mobile information or ideas. The significance of this paper is in that the theory of von Hippel originally based on physical products was applied to digital ones in line with the trend of increasing importance of Internet-based content services.

A Study on the Policy Direction of the Online Platform Industry: Focusing on PEST-SWOT-AHP Analysis for Scholars and Researchers (온라인 플랫폼 산업의 정책 방향성 연구: 학자 및 연구자 대상 PEST-SWOT-AHP 분석을 중심으로)

  • Sun-Ho Park
    • Journal of Industrial Convergence
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    • v.22 no.5
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    • pp.1-10
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    • 2024
  • This study proposes a developmental policy direction for the online platform industry, moving away from the regulatory-centered discussions that have predominated thus far. To offer policy directions, the PEST-SWOT-AHP analysis model was employed. The study first categorizes the issues of the domestic online platform industry into political, economic, social, and technological aspects, which are then further categorized into 16 strengths, weaknesses, opportunities, and threats. The relative importance among these factors was measured, leading to the derivation of four final strategies. The analysis indicates that policy directions should prioritize addressing weaknesses, with 'improving regulations that hinder innovation' being the most important factor across all categories, while technological factors were consistently rated highly in importance apart from this. Accordingly, the policy direction for the domestic online platform industry suggests avoiding excessive regulation and instead emphasizing policy support centered around technological development. This study is significant in that it presents a macroscopic developmental direction for online platform policies that have not been discussed in existing academic research, and it provides professional and objective indicators through consensus among scholars and researchers. In the future, it is hoped that research will continue to propose detailed policy strategies and implementation systems based on a macroscopic perspective.